Tommy Malloy

Why should you take Handcuffs just to handle Tommy? From a naive action-cost perspective it doesn't seem to make sense: you just spent 2 resources, a card, and an action to save yourself 2 actions, in a class that isn't known for having an excess of resources. Effectively you're playing a Swift Reflexes, which isn't even a particularly good card on Rogues, much less Guardians.

But there are three important reasons why you would do this. Firstly, Cho will almost certainly draw through his deck every scenario, meaning that there's a good chance of seeing Tommy twice if not for Handcuffs. Secondly, you only need to pass a single test, not 3, which is particularly important at higher difficulties. Thirdly, it means you can draw safely during your turn. Since it usually will takes 3 actions to clear Tommy (baring Beat Cop (2), Dogs, and One-Two Punch), it'll feel terrible taking a draw action and find Tommy while trying to refill your hand. Banking an action with Handcuffs will save you from being smacked around by Tommy for a turn, or deal with him easily if he's drawn by an Overpower or Glory.

suika · 9511
also handcuffs lets you spend actions on non critical turns to save actions on critical turns, and having them around for when annoying cultists spawn ain't bad either. If you ever find yourself playing with trish handcuffs are an amazingly good card to combo with her. — Zerogrim · 295
Don't forget that you can support your clever with scene of crime and interrogate during every scenario — Tharzax · 1
On Cho specifically though, despite the synergy with Handcuffs I'd actually advise against Scene of the Crime/Interrogate, or more generally anything that doesn't contribute towards defeating monsters or keeping Cho alive. Deck space is a precious commidity for Cho, and those cards can gum up your Fight event engines. — suika · 9511
Also, your second handcuffs can help get rid of other terrible monsters, deep one bull, yig's snake men, the goatmen from the core set. A lot of scenarios have horrible non elite humanoids who it's very nice to just completely shut down — NarkasisBroon · 11
@Narkasis took the words right out of my mouth. If I wasn't already glad enough to take Handcuffs for when Tommy showed up, Deep One Bull made me sure it was the right decision. — Pinchers · 132
I took this card as Nathaniel to help against Tommy (for all the reasons suika mentions in the review), and I was impressed by how useful the card was outside of that. Permanently locking down an enemy is no joke for a level 0 card. The up-front cost gets less painful once you have a Stick to the Plan/Ever Vigilant setup going, too. — CaiusDrewart · 3191
One correction. You spend 2 resources, a card and TWO actions, to save yourself ONE action. You need one action to play Handcuffs, and another action to activate its ability. — Killbray · 12425
You would have needed 3 actions to defeat Tommy normally, so you saved 2 actions in the future. I counted the action to play Handcuffs as part of the "cost" to gain 2 actions in the future. — suika · 9511
Another way i found is to take Versatile and Occult Lexicon. Reading the Rules reference, under the "For each" paragraph, I understand that each point of damage from Blood rite should be treated as separate damage. Therefore, you could play 2x blood rite to kill Tommy without any test, for 3 resources and 2 actions. For 4 resources you could use the fourth damage to damage another enemy, using chow's ability and turning it into 2 damage. And everything would be testless so it's good in hard/expert difficulties. — joster · 96
Mists of R'lyeh

I feel I need to provide the contrary viewpoint and say that this card, while usable, is really pretty disappointing. I want to like this card because it forms part of the major theme of mystics. There are spells like Shriveling that let Mystics use Will to be good at fighting, there are spells like Rite of Seeking that let Mystics use Will to be good at investigating, and this is ostensibly the spell that lets Mystics use Will to be good at evading. Unfortunately Mists is really weak compared to these other two. The problem is that Shrivelling is much better than a basic fight action (+1 damage), and Rite of Seeking is much better than a basic investigator action (+1 clue), but mist is not really better than a basic evade action. In theory it gives you an action compression bonus just like the other two (+1 move), but that bonus is far less useful because you rarely want to use it. Indeed, it is so much less useful that it is barely makes up for the penalty of sometimes having to discard a card.

The most important use of evade is to keep an elite monster distracted while the party fights it, but if you are doing this you do not want to move away from the monster. Evade can be good against regular monsters for many characters who are not fighters and find it much easier to evade and let other characters do the fighting. But if you are a Mystic you have the option of taking your fighting spell instead, and it is almost always better to do 2 damage to the monster rather than evade the monster. Evasion can be better against monsters with 3+ Health if you can just leave and ignore them, and the +1 move bonus of Mists seems primarily designed for that exact circumstance. But FFG seems really reluctant to put many such monsters in their adventures, it seems like the great majority of the monsters either have Hunter, or have doom on them, or are otherwise better to kill than leave alone. To be fair, there are some monsters you can run away from, and there are some monsters you are better off evading than fighting because you get a penalty if you kill the monster, and here is where Mystic evading shines. The problem is that even in these cases +1 move isn't a great bonus because often when you encounter the monster you are not done investigating or otherwise interacting with the location it is on, and you still don't want to move away. This is compounded by the fact that Mists is not an event, it is an asset, so while it is conditionally useful, you have to play it before you know whether that condition will be satisfied; once you have played it, you are likely to end up using it mostly at times when you don’t want to run away.

Despite all of this, mists would be fun to play around with if it didn't take up a slot. But the fact is that it takes up an arcane slot, a slot that is in very great demand for most Mystics. This means that even if you decide to have a bit of whimsy and put this in your deck, you often regret playing it rather than waiting for a better spell to put in that precious slot. Mists is best for characters who have high Will and low Dex who have access to Mystic cards but don’t really use their arcane slots and have the resources to fool around with conditionally useful cards. Not a very broad selection of characters, to say the least.

If you don't have many expansions, Mists is a better card because you do not have many other options, if the only way you can fight is with the two copies of Shrivelling in your deck you may want to put this card in just so you can do something when you don't have Shriveling. On the other hand, if you have lots of expansions, the real nail in the coffin for this card might be Sword Cane, which lets you use Will to evade without spending charges or using an arcane slot.

ChristopherA · 113
I totally agree. There are always exceptions, but in general, fighting is much better than evading and fight spells are much more useful than evade spells. — CaiusDrewart · 3191
It's much better in true solo where the move action is much more reliably useuful. — suika · 9511
That is definitely true. — CaiusDrewart · 3191
I also take a fight and an investigate spell as my main arcane slots. But I do see some value in evade spells, if you have a build with 3 arcane slots. In particular in TFA but there are also enemies in other campaigns, like the Spectral Watcher from TCU, who are better evaded than exhausted in fight actions. Mists let do that relyably. The move is not always usefull, but more often than the damage ping from Ineffable Truth. Right now, I think the cat is the best option for that. I used her in Akachi through TFAm albeit I used Suggestion instead of the Mists in that case. With "Return to: TCU" we will get more excitng options to increase arcane slots. Although, I have to agree, Sword Cane might be the card, that makes these builds obsolete. I have not played with it yet, but it uses only a hand slot, and can also serve as Mystic's Garotte Wire" to conserve Shrivelling charges. — Susumu · 381
One disadvantage of Sword Cane seems to me be though, that it has no upgradeed version with willpower boost (yet). You also can't push it with Spirit Athame, so from my experience with Shrivelling (0) et all, it should get worse the later in the campaign you are. — Susumu · 381
Mists is an absolutely stellar card in solo where fighting everything is not as practical or as efficient of a solution. Your deck has to be more generalist, so an evade spell will let you save time and card slots from fighting. Mists is particularly great because of the move compression- evade+move is about as good as just moving if no enemy spawned on you. I adore this card in solo. It even gives you 4 charges for a very cheap price. You don't necessarily a spell slot really to investigate in solo (might take Sixth Sense) since 2 clue locations are rare, so it's not unreasonable to pair this with a combat spell either. — StyxTBeuford · 13049
Necessarily need* — StyxTBeuford · 13049
Will concur that Mists is crazy good in true solo. In particular, had a Marie deck in TFA who had Spectral Razor and Blood-Rite, which were plenty for must-kill enemies, and evade+move was often as good as not drawing an enemy, because I would have had to move anyway (actually, even better because I could use her free action for it). Patrice loves it because of the cheap cost and, again, the free move. — Zinjanthropus · 230
For a bit more janky application, you can combo it with Torrent of Power, especially the L2 that comes with 5 secrets. You could even refill it with Enraptured. This is probably only sensible in Patrice, though. — Zinjanthropus · 230
I’ve done exactly that with Patrice and it is great — StyxTBeuford · 13049
How are the opinions on this card with Norman? I have not played him, because I don't go for the novellas, but I think with 4 will and 4 books, RoS and friends are not that apealing to him, even though 3 clues per action are always great and he probably could make it work. I would probably build him with fight and evade and without investigate spell assets, if he gets a regular release. — Susumu · 381
I tend to just punt on evading. One of the joys of Norman though is that there are so many options for that second Arcane slot. The last time I played him I tried Twila Katherine Price + Scrying III (this was in 3-player) and it was great fun. But if you do care about evasion he can run Mists while giving up much less than other Mystics, yeah. — CaiusDrewart · 3191
Stargazing

Worth noting this card can have extra value in Return to The Forgotten Age, where the updated explore mechanic means you'll either get to this card faster, or possibly even shuffle it into the Exploration deck for a nice surprise while exploring. If it goes into the Exploration deck, it's also protected from encounter deck shuffling and can be searched using Exploration deck supplies.

Time4Tiddy · 249
I have not played the "Return to" version yet, but are there special rules, what happens, if you draw an event from the exploration deck? Otherwise I would say, the effect would wiff. Even, if it doesn't, it would still likely be considered an "unsucessful exploration", you would get the benefit from the card, but loose an action compared to when you would draw the card from the encounter deck. — Susumu · 381
I don't see why it would wiff - it doesn't when it's in the encounter deck, which is also not designed to pull Events from. You do get the unsuccessful exploration, but you immediately get another action, which you can use to explore again, 1 resource and 1 card richer. — Time4Tiddy · 249
Consider that you would have pulled a treachery from the Exploration deck instead of this card, the action loss is happening either way, and would have a more negative outcome. — Time4Tiddy · 249
Geas

Promise to break the promise if you just want 10 curses:

If you want to keep it, the promise only matters on your turn.

  • "play" is during your turn, i can't think of a way around that (rogue cards like Quick Thinking specify "...like it's your turn")
  • "Draw" is hard outside your turn cause most rogue cards do so during your turn like Pickpocketing or Lucky Cigarette Case. All In, Manual Dexterity could work
  • "Commit" should be easiest, during mythos or other player turns.
Django · 5162
You can play fast events outside of your turn pretty regularly. With Chuck, you can do it at least once per round. — SGPrometheus · 847
If you want to get a bit more janky, you can use this to set up the flute. — Zinjanthropus · 230
> — 1337duck · 1
I cannot edit my previous comment - oops. — 1337duck · 1
D'oh. 2x. Anyways, I'm not sure you are allowed to draw in any way on your turn since it doesn't specify draw "action". Hence, stuff like Pickpocketing, Lucky Cigarette Case, All In, and Manual Dexterity would break the promise. — 1337duck · 1
Geas

Usually I build decks focused on 1 or 2 skills so I'm not interested in having a bonus to all the 4 skills. Plus you now have to stop drawing / playing / committing.
But rogues have a few events that let you add up 2 skills (for example Slip Away) and now you have a +2 bonus which is quite nice ! And a +4 bonus to the basic action (considering that the average basic skill value is 3). For example Jenny Barnes investigates as a basic action with an intel value of 4 but if she plays Breaking and Entering she does with a value of 8, which means she probably can do without committing a skill.
An other interesting thing is that the Winifred Habbamock pack contains upgraded versions of the "2-skills events" that can return to your hand at the end of the turn (Cheap Shot, Slip Away) and so ensure you to get these great bonuses more than once per copy of the card.
Now, which investigators are the most interesting to play Geas with this in mind ?

Finn Edwards plays these events with a skill value of 9 or 10 (3 + 4 or 4 + 4 and then the + 2 from Geas), and up to 12 if playing Lola Santiago. Plus the evade event (Slip Away) can be played as a free action.

"Skids" O'Toole has a 10 total skill value for the 3 non-willpower skills (compared to Finn's 11) but he has the advantage to be able to play Chuck Fergus and these events have the Trick trait ! Most of the time, Chuck will probably not be used for the +2 bonus but to make the event both fast and 2 resources cheaper which makes them free fast events played with a skill value of 9 (+ other passive bonuses) that can potentially return to your hand.

When checking cards containing "add your" to find events adding to skills I also found Ethereal Form, Read the Signs and Spectral Razor so we can look at the 2 rogue/mystic investigators: Sefina Rousseau and Dexter Drake. The first has already the possibility to play an event several times but she can achieve a really high value only with Read the Signs. The second one is likely built around assets.

Wendy Adams has access to this card and can also probably be played without committing cards thanks to her ability to re-draw chaos tokens (and so to try to achieve a less high skill value in the first time). She can play Cheap Shot and Slip Away with respectively a skill value of 7 and 9 and could also use Suggestion with a skill value of 10 in a deck trying to limit the amount of fights. She can also play On Your Own to decrease the cost of survivor events to keep the resources for the rogue ones.

Of course other rogues and Lola Hayes can also play it but I'm not trying to be exhaustive, only to describe which decks I'm the most interested in trying this card in.

And I have not discussed the 2 other possibilities (not drawing and not playing): not drawing seems limiting in case you end in a situation in which you need a card still in your draw pile, and not playing would require committing a lot (with I usually do in Minh Thi Phan's decks) and/or relying on your assets (so no munition, supply, key, ...).

AlexP · 284
I quite like this on Sefina, either choosing not to draw or commit depending on how set up she is. Sefina usually runs skill light (due to packing so many events) and draw light (due to her weakness), and can use Scroll of Secrets to "draw" without running afoul of the geas. — suika · 9511
You don't have to not draw/play/commit at all, right, just not during your turn? So you don't have to completely stop doing that stuff, just do it in other people's turns or other phases? That makes it a bit easier, I guess.. — bee123 · 31
Yeah, you can still do what you promised not to do as long as it's not your turn. Honestly this is maybe my favorite card from this pack. — SGPrometheus · 847
I really liked this in a Sefina blurse deck with Geas, Tristan, and Eye of the Djinn, with a bunch of the Mystic and Rogue stat adding events. Testing at like 8-13 stat value is nice for getting filtered draw from LCC (3), as well as not minding as much when you draw the curse tokens and get an extra action from the Djinn. Not sure how campaign-viable this deck is (was playing standalone), but I'm going to try it. — Zinjanthropus · 230